Getting it into your agent
One page per mod, every tool's command on it. A separate URL per tool would split the same page into five that compete with each other.
npx skills add XeldarAlz/everything-claude-unity --skill procedural-generationgit clone --depth 1 https://github.com/XeldarAlz/everything-claude-unityWrote this? Show the measurements
A badge with what this costs and how it scanned, read live from this page, so it follows the numbers instead of freezing them. Markdown for a README, HTML for a documentation site or a project page.
[](https://agentmods.dev/skills/xeldaralz/everything-claude-unity/procedural-generation)<a href="https://agentmods.dev/skills/xeldaralz/everything-claude-unity/procedural-generation"><img src="https://agentmods.dev/badge/skills/xeldaralz/everything-claude-unity/procedural-generation/github.svg" alt="Measured on agentmods" height="20"></a>Or the 80×15 button, for a site that already has a row of RSS and ATOM ones. Only the verdict fits; the numbers stay here.
<a href="https://agentmods.dev/skills/xeldaralz/everything-claude-unity/procedural-generation"><img src="https://agentmods.dev/badge/skills/xeldaralz/everything-claude-unity/procedural-generation.svg" alt="Reviewed on agentmods" width="80" height="20"></a>What it costs to keep this loaded
Counted locally with the o200k_base tokenizer, which is exact for GPT models; Claude uses its own tokenizer and its counts differ. Treat this as one consistent yardstick across the catalogue rather than a bill. Prices are per million input tokens.
| Model | Per session | Once invoked |
|---|---|---|
| Fable 5.1 | $0.00039 | $0.07132 |
| Opus 5.5 | $0.00016 | $0.02853 |
| Sonnet 5.5 | $0.00008 | $0.01426 |
| Haiku 4.5 | $0.00004 | $0.00713 |
Grade A, and why
procedural-generation scanned grade A with 0 findings against 26 rules in 11 categories — prompt injection, anti-refusal, data exfiltration, privilege escalation, supply chain, agent snooping, system-prompt leakage, SSRF and excessive agency — measured 1mo ago.
A static scan of the body, not an audit. Every finding is printed with the line that produced it so you can judge whether it matters here. A mod is markdown that instructs an agent; that is exactly why what it instructs is worth reading.
Nothing flagged
None of the 26 patterns this scan looks for appear in this file: no shell pipes, no recursive deletes, no credential paths, no hidden text, no instruction-override or anti-refusal phrasing, no agent-config snooping. That is not a guarantee, it is the absence of the things that are checkable.
How it starts
The opening of the file, as written. The whole thing — 988 lines — stays where its author put it; the contents beside it link to each section on GitHub.
Procedural Generation Patterns
Patterns for generating content at runtime: terrain with noise, dungeons with BSP, caves with random walk, loot with weighted tables, and tile layouts with wave function collapse. All patterns support seed-based reproducibility.
Seed-Based Reproducibility
Every generation algorithm should accept a seed. Given the same seed, the output is identical. This enables shareable worlds, bug reproduction, and daily challenge modes.
Critical rule: Use System.Random (not UnityEngine.Random) for deterministic generation. UnityEngine.Random is a global singleton; any other code calling it between your generation steps will change the sequence.
public class SeededRandom
{
private System.Random _rng;
public int Seed { get; }
public SeededRandom(int seed)
{
Seed = seed;
_rng = new System.Random(seed);
}
public int Next(int min, int max) => _rng.Next(min, max);
public float NextFloat() => (float)_rng.NextDouble();
public float Range(float min, float max) => min + (max - min) * NextFloat();
public bool Chance(float probability) => NextFloat() < probability;
/// <summary>Shuffle a list in place using Fisher-Yates.</summary>
public void Shuffle<T>(IList<T> list)
{
for (int i = list.Count - 1; i > 0; i--)
{
int j = _rng.Next(0, i + 1);
(list[i], list[j]) = (list[j], list[i]);
}
}
}
For world generation, derive sub-seeds from the master seed so different systems (terrain, dungeons, loot) do not interfere:
int masterSeed = 12345;
var terrainRng = new SeededRandom(masterSeed);
var dungeonRng = new SeededRandom(masterSeed + 1);
var lootRng = new SeededRandom(masterSeed + 2);
Noise-Based Terrain Generation
Use Perlin noise to generate height maps for terrain, biome maps, moisture maps, and other continuous fields.
Basic Height Map
using UnityEngine;
public static class NoiseGenerator
{
/// <summary>
/// Generate a 2D noise map. Values range from 0 to 1.
/// </summary>
public static float[,] GenerateNoiseMap(
int width, int height, int seed,
float scale, int octaves, float persistence, float lacunarity,
Vector2 offset)
{
var map = new float[width, height];
// Use seed to generate random octave offsets
var rng = new System.Random(seed);
var octaveOffsets = new Vector2[octaves];
for (int i = 0; i < octaves; i++)
{
float ox = rng.Next(-100000, 100000) + offset.x;
float oy = rng.Next(-100000, 100000) + offset.y;
octaveOffsets[i] = new Vector2(ox, oy);
}
if (scale <= 0f) scale = 0.001f;
float maxNoise = float.MinValue;
float minNoise = float.MaxValue;
float halfW = width / 2f;
float halfH = height / 2f;
for (int y = 0; y < height; y++)
{
for (int x = 0; x < width; x++)
{
float amplitude = 1f;
float frequency = 1f;
float noiseHeight = 0f;
for (int o = 0; o < octaves; o++)
{
float sampleX = (x - halfW + octaveOffsets[o].x) / scale * frequency;
float sampleY = (y - halfH + octaveOffsets[o].y) / scale * frequency;
// Mathf.PerlinNoise returns 0-1; remap to -1 to 1
float perlin = Mathf.PerlinNoise(sampleX, sampleY) * 2f - 1f;
noiseHeight += perlin * amplitude;
amplitude *= persistence; // Each octave contributes less
frequency *= lacunarity; // Each octave has finer detail
}
map[x, y] = noiseHeight;
if (noiseHeight > maxNoise) maxNoise = noiseHeight;
if (noiseHeight < minNoise) minNoise = noiseHeight;
}
}
// Normalize to 0-1
for (int y = 0; y < height; y++)
for (int x = 0; x < width; x++)
map[x, y] = Mathf.InverseLerp(minNoise, maxNoise, map[x, y]);
return map;
}
}
What this file has done since we first saw it
Hashed on every crawl. A supply-chain change to an agent config is a question of when, not whether, so the history is kept rather than the latest state alone.
- 1mo ago First seen · 988 lines · 39 tokens per session scan A 8672ae604cb0
procedural-generation is a skill published in the GitHub repository XeldarAlz/everything-claude-unity (25 stars, last pushed 6mo ago), licensed MIT. It adds 39 tokens to every session and 7,132 once invoked, about $0.0002 per session on Opus 5.5. A static security scan graded it A with 0 findings. No closer match exists in the catalogue, so it is treated as the original; first seen 2026-09-03.
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